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So, I've been a RG fan since joining the IP at the tail end of 8th edition. But in an effort to run a more competitive SM list for online GT's (and now that things are opening up, trying to get into some live tournaments), I took my lists in WS, and UM and found more success.

 

I just feel like the chapter doesn't do firepower, durability or melee any better than the more preeminent chapters, and that the movement options are basically too situational (going first dependent) in most cases, barring the better deep strike. I mean, RG can get into the melee fast, but then they don't bring much to assist with augmenting melee unlike say WS who bring both speed, and melee improvements.

 

I've tried RG with IG augmentation (specifically for a manticore for indirect fire, and scions for deepstrike shenanigans like deploy scramblers, engage on all fronts etc), I've tried it with a Whirlwind scorpion for similar indirect fire shooting, eliminators etc. It's just not enough. After seeing Thomas Byrd using an inquisitor for CP augmentation, I figured that might be an avenue I can pursue to give the army a different spin.

 

Looking for constructive criticism on the following (I'm building it now):

 

Inquisitor with Esoteric Lore (for CP regeneration on a 5+ every time an opponent spends a CP, with no cap; should generate 4-5 CP a game probably, at the cost of 60points, and 1 CP - he can also raise a banner, sit on a spot, rock the occasional smite etc)

 

Jumppack captain with relic blade and Armor Indomitous/Imperium Sword - (he rides with the inceptors to give them reroll 1s, and is a semi-beatstick)

Jumppack chaplain with wise orator (he rides with the VanVets to use command oratory and auto-cast canticle of hate for +2" charge)

Indomitus Lieutenant (runs with the center "castle" up the middle generally)

 

Infiltrator x 5 with helix for zoning/screening, or to be a speed bump up the mid board

 

Intercessors x 10 with PF and two AGL

Intercessors x 5 with PF and AGL

 

BGVets x 5

Primaris Apothecary - selfless healer, warlord with Vox Espiritum for a 6" aura

VanVets x 6 (2 with SS for a bit of durability, lightening claws, sarge has a relic blade)

VanVets x 5 (same)

 

Plasmaceptors x 5

 

Eradicators x 6

 

I typically plan for WWSWF as a secondary. I normally combat squad the intercessors and eradicators to make them easier to hide, and harder to kill, along with the inceptors which cannot be helped.

 

I use the infiltrators, intercessors to screen/zone the board, with one intercessor squad moving with the "castle" up the midboard.

 

So the LT, Apothecary, intecessors, and BGV form the initial midboard group (if I need to use oath of moment as a secondary, this gives me a trade away unit as well).

 

The inceptors and captain form one deepstrike package, the vanvets and chaplain being the other. Even with screening, they both should hit hard enough to allow for engage on all fronts as a strong secondary option from turn 2 onwards.

 

 

As a successor, I'm leaning into Bolter Fusilade (plenty of bolter shots per turn, not alot of captain support), and either Born Heroes or Whirlwind of Rage. I don't need hungry for battle, since the guys who "have to make a charge," are supported by automatic cast of the canticle of hate once they land. Their chances really cannot get any better.

 

I get that this is pretty close to the prevailing wisdom on jumpy RG, but I'm all for refining. Thanks.

Edited by Lukoi

Further refined it:

 

Inquisitor for the CP regen.

 

JumpCaptain, no relic blade.

JumpChaplain, with wise orator/MoS

Lt

 

Infils (no helix)

Intercessors x 15 (no fists or AGLs) with autobolters

 

BGVets x5

Primaris Apothecary with Vox, selfless healer, and added swift and deadly with master of the trifold path

VanVets x5

VanVets x6

 

Plasmaceptor x5

Attack Bike with MM

Attack Bike with MM

 

Eradicators x5

 

.....................................

 

So the castle can now move up midboard with advances, and is supported by the now 9" swift and deadly aura that allows a unit to advance and charge.

 

Turns 2-3 the deepstrike comes in, with the captain giving plasmaceptor refill 1s, and the chaplain using command oratory at the start of psychic phase to give the melee package its automatic +2" to charge. If the chaplain gets in, he can add the litany of hate as well, via a second command oratory used at the start of the fight phase.

 

The bikes return because I wanted more flexibility for things like engage, or a small unit hiding in the center for oath of moments etc.

 

My secondary options remain largely the same:

- Engage OR Domination if the map is right.

- WWSF with Inceptors, Erads, squadded intercessors OR Oaths of Moments

- RTB OR Sceamblers are an option

 

My CP spend plan:

9 to start

Generate 5 over turns

Generate 3-5 via Inquisitor

Estimated 17 to manage

 

2 for the command oratories when the chaplain comes in with VanVets

1 for the charge reroll at least one unit will need there, or ravens blade for the three of them in the VanVet package

8 transhumans over the course of ranged/fight phases because RG need all of the durability tricks we can muster

1-2 for infiltrators at pre game potentially

1 for ambushing fire to max ahooting value for one turn

 

That leaves a few for the niche strats or some key rerolls but i try not to rely much on the latter.

 

Obviously these are estimates. I would hope I'm not burning a transhuman in both phases for four of five turns, but given RG lack of much else for durability, I budget for it, especially against armies capable of high strength indirect fire.

 

Edit: just realized that the Erads cannot deepstrike as that would put me at 1050pts....and dropping a single eradicator doesn't solve the problem...decisions decisions.

Edited by Lukoi

Based on my previous "too many points in deepstrike," conundrum, and bow the changes to SM unit costs, I have reevaluated the entire list.

 

I am going to go a bit heavier in the melee phase, and drop the plasmaceptors who, while still effective at the increase price point, are straying from value overall for me.

 

Battalion with 6CP after deepstriking three units at start:

 

Inquisitor with Xenos lore for cp gen 60

 

Jump Chaplain 130

Indom Lieutenant 90

Chief Primaris Libby 120 (primarily here for 5++ bubble, and denies)

 

Infils with Helix 130

3 x 5 squads of Intercessors (2 with AGL, all three with PF) 115, 115, 110

 

Aggressors x 6 with flamers 240

Aggressors x 6 with flamers 240

BGVets x5. 175

Primaris apoth WL with selfless healer 115, swift and deadly

 

Attack Bikes with MM x3 units, 60 each

 

Eradicators x5, 180.

 

One Intercessor or Infil holds any home objective, and two others are pushing up mid board to take or threaten any flanking mid board points.

 

One intercessor squad, the BGVs, LT, libby, and likely the Inq form a small castle that is there to threaten mid board, or to pressure one side of the midboard over another.

 

One bike is available for pressing up initially (oath of moment, engage on all fronts), and should be a small, relatively hideable target initially. I suspect the other two will ve corner screeners initially, but can turn into feeder units for oath/engage/objectivr holding support, and their 2 shots of MM are not insignificant.

 

The deepstrike package is CP expensive at three points but valuable imo, if only an attempt to truly leverage Strike from Shadows.

 

My goal is similar to before. Jump chaplain lands with one set of aggressors nearby, casts the auto canticle for the charge bubble. With a reroll, I am confident the aggs will make it in most of time, so the goal is to get them in position to burn a unit, and charge another when ever possible.

 

Eradicators can come in as well, and get a very likely kill within melta range, with the goal to trade up well. They can pop in near the mini castle potentially, but really the threat of them arriving anywhere is the shaping effect on my opponent that I am going for.

 

Turn 3, the Jump Chaplain can reposition and support the second aggressor set coming in, or if the previous one qad heavily attrited, be there to feed in the second set.

 

Secondaries remain mostly the same under the new CA2021 but with riskier unit combos for WWSWF if I need to use that one.

 

Spend plan for CP starts a few points lower obviously, but should go about the same.

Edited by Lukoi

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